| Core/GameEngine/Model/Config/RealmConfig.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/GameEngine/Model/Config/RealmConfig.cs.meta | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Realm/RealmBriefBehaviour.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Realm/RealmModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Skill/SkillModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Skill/SkillPassWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Tip/SkillDetailsWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/GameEngine/Model/Config/RealmConfig.cs
@@ -1,6 +1,6 @@ //-------------------------------------------------------- // [Author]: Fish // [ Date ]: Wednesday, May 15, 2019 // [ Date ]: Wednesday, January 15, 2020 //-------------------------------------------------------- using System.Collections.Generic; @@ -32,6 +32,8 @@ public readonly int effectId; public readonly int requireIconEffect; public readonly string recommandEquips; public readonly string LearnSkillIDInfo; public readonly int AddFreePoint; public RealmConfig() { @@ -95,6 +97,10 @@ int.TryParse(tables[17],out requireIconEffect); recommandEquips = tables[18]; LearnSkillIDInfo = tables[19]; int.TryParse(tables[20],out AddFreePoint); } catch (Exception ex) { Core/GameEngine/Model/Config/RealmConfig.cs.meta
@@ -1,6 +1,6 @@ fileFormatVersion: 2 guid: d49ca04ff4a91bc4fb645c417f9ef0b3 timeCreated: 1557892233 timeCreated: 1579081646 licenseType: Pro MonoImporter: serializedVersion: 2 System/Realm/RealmBriefBehaviour.cs
@@ -3,6 +3,7 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using LitJson; namespace Snxxz.UI { @@ -12,10 +13,18 @@ [SerializeField] PropertyBehaviour m_ClonePropertyBeha; [SerializeField] Transform m_PropertyRoot; [SerializeField] List<PropertyBehaviour> m_Properties; [SerializeField] Transform m_ContainerReiki; [SerializeField] Text m_ReikiPoint; [SerializeField] Transform m_ContainerSkill; [SerializeField] Text m_SkillName; [SerializeField] Button m_ViewDetail; [SerializeField] Image m_SkillIcon; [SerializeField] Transform m_ContainerUnlockEquip; [SerializeField] Image m_UnlockEquip; [SerializeField] Button m_Preview; int realmLevel = 0; @@ -33,6 +42,8 @@ DisplayBase(); DisplayProperty(); DisplayEquip(); DisplaySkill(); DisplayReiki(); } void DisplayBase() @@ -87,6 +98,44 @@ } } void DisplayReiki() { var config = RealmConfig.Get(realmLevel); if (config.AddFreePoint == 0) { m_ContainerReiki.gameObject.SetActive(false); return; } m_ContainerReiki.gameObject.SetActive(true); m_ReikiPoint.text = config.AddFreePoint.ToString(); } void DisplaySkill() { var config = RealmConfig.Get(realmLevel); if (config.LearnSkillIDInfo.Length < 4) { //json 字符串 可能会配置{} m_ContainerSkill.gameObject.SetActive(false); return; } m_ContainerSkill.gameObject.SetActive(true); var json = JsonMapper.ToObject(config.LearnSkillIDInfo); var array = JsonMapper.ToObject<int[]>(json[PlayerDatas.Instance.baseData.Job.ToString()].ToJson()); var skillID = array[0]; //约定规则只显示第一个,普攻相关有多个 var skillConfig = SkillConfig.Get(skillID); m_SkillIcon.SetSprite(skillConfig.IconName); m_SkillName.text = skillConfig.SkillName; m_ViewDetail.SetListener(() => { SkillDetails.ShowSkillDetails(skillID, SkillDetails.SkillSourceType.PlayerSkill, skillConfig.FightPower); }); } void CreatePropertyBehaviour() { Dictionary<int, int> propertyDict; System/Realm/RealmModel.cs
@@ -283,8 +283,6 @@ realmEquipDisplayLevel = int.Parse(funcConfig.Numerical1); realmPoolRedpointPercent = int.Parse(funcConfig.Numerical2); funcConfig = FuncConfigConfig.Get("LVUPAddPoint"); realmLevelUpReikiPoint = int.Parse(funcConfig.Numerical3); } public bool TryGetRealmProperty(int level, out Dictionary<int, int> propertyDict) System/Skill/SkillModel.cs
@@ -43,7 +43,7 @@ public const int ACT_SKILL_NUM = 8; public const int PASS_SKILL_TYPE = 2; public const int ACT_SKILL_TYPE = 1; public const int PASS_SKILL_NUM = 8; public const int PASS_SKILL_NUM = 12; public const int QUICK_SKILL_COUNT = 7; private Dictionary<int, int[]> quickBaseSkillDic = new Dictionary<int, int[]>(); private Dictionary<int, int> xpSkillsDic = new Dictionary<int, int>(); System/Skill/SkillPassWin.cs
@@ -396,7 +396,8 @@ { if (PlayerDatas.Instance.skill.GetSKillById(id) != null) { skillId = id; break; } } if (PlayerDatas.Instance.skill.GetFilterPlayerSkill(PlayerDatas.Instance.baseData.Job).Contains(skillId)) continue; if (PlayerDatas.Instance.skill.GetFilterPlayerSkill(PlayerDatas.Instance.baseData.Job).Contains(skillId)) continue; skillListPass.Add(skillId); } if (skillListPass.Count < 1) return; System/Tip/SkillDetailsWin.cs
@@ -72,6 +72,10 @@ switch (SkillDetails.sourceType) { case SkillDetails.SkillSourceType.PlayerSkill: m_SkillInfo2.text = string.Empty; m_SkillInfo1.text = SkillDetails.skillConfig.SkillName; break; case SkillDetails.SkillSourceType.GodWeaponSkill: { m_SkillInfo2.text = SkillDetails.skillConfig.SkillName;